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Showing posts from February, 2018

Pondering: Getting to the Good Parts in a Megadungeon

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Thinking out loud:  suppose you’ve got an episodic megadungeon campaign.     Each session, the group picks a location in the megadungeon to explore.   Sometimes these locations are already deep within the dungeon.   Now, a well-designed megadungeon has multiple entrances, some of which provide ready access to deeper parts.   But what if those entrances haven’t been found yet?   Reality impedes our gaming quite enough – how much time do we spend just “getting to the good parts”?    I'm pondering a game mechanic - whether a random roll, skill check or something more or less involved that can shorten that process.  I haven't made one yet, but I'm putting this out here for feedback. Some groups may spend precious game time working through the map (newly restocked as a megadungeon should) attempting to avoid encounters.   Other games or groups may just hand wave away this difficulty and start play deep within the dungeon.   I’d consider that, but it seems to remove